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Because this way is easier.
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@ -49,7 +49,7 @@ public class AxeManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyAxes(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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double chance = (Axes.criticalHitMaxChance / Axes.criticalHitMaxBonusLevel) * eventHandler.skillModifier;
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@ -64,7 +64,7 @@ public class ImpactEventHandler {
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int randomChance = 100;
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if (Permissions.luckyAxes(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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if (Misc.getRandom().nextInt(randomChance) <= Axes.greaterImpactChance) {
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